You could also see if "Can't be targeted works", and change Whenever to When. Although it would still be vulnerable to an enemy Blingtron. It terms of balance, I still think 15 is a little high. It should be more like 10.
You could also see if "Can't be targeted works", and change Whenever to When. Although it would still be vulnerable to an enemy Blingtron. It terms of balance, I still think 15 is a little high. It should be more like 10.
How about 12 durability?
Also, yeah, Blingtron 3000 is its counter.
Well, I think 12 is better than 15, but it's ultimately your card, so you can make it how you want. I'm just giving you my advice on how I think it would be best. Also, on second thought, "Can't be targeted" wouldn't work.
You could also see if "Can't be targeted works", and change Whenever to When. Although it would still be vulnerable to an enemy Blingtron. It terms of balance, I still think 15 is a little high. It should be more like 10.
How about 12 durability?
Also, yeah, Blingtron 3000 is its counter.
Well, I think 12 is better than 15, but it's ultimately your card, so you can make it how you want. I'm just giving you my advice on how I think it would be best. Also, on second thought, "Can't be targeted" wouldn't work.
Thanks.
Also, does it fit another class better? Like Priest? Warrior? Rogue?
This card is meant for fatigue priest. When you cast it, you win if it is your exact last card, meaning your hand and deck are empty, and you have no minions (or weapons) in play. If you cast it at any other time, you lose. It isn't legendary, because there are no legendary spells, but it would be unusable if you had more than 1 in your deck, since you wouldn't be able to cast either without losing. The card is always on top of your deck, which means you are guaranteed to draw it on turn 1. This is meant to make it harder to use, since it will take up a hand slot the entire game. Is that enough of a balancer? Also, it is 10 mana, so that you have to cast all your spells the turn before you use this.
@Your card: Your rapture card is cool idea. Like an all or nothing. I see no change needed.
I think the cost of this card is okay, your opponent can't play his hero power for the rest of his game unless he plays Shadowform or Sir Finley Mrrgglton.
2 problems with this card: Neutral spells don't exist at all, and it doesn't comply with the rules. It should, on the card itself, explicitly have some lose condition.
And mods already said, that making your card about your opponent losing the game is not acceptable. U need to make a card that will lose the game for u.
So this has a high reward high risk effect. You can potentially gain 2 Mana Crystals and draw 4 cards for basically nothing. But, if you draw all 3, you are consumed by your anger and lose the game.
Any feedback is appreciated.
Give it some mana cost, not only for the option to free up your hand, but also every card in the game has to have mana cost right? Not sure if 0 would be ok tho, this card might be crazy in miracle rogue then :) even tho quite dangerous :D
I think the idea is to have them act like Burrowing Mine and Ambush!, with the card disappearing when drawn. Even still I agree that they should have some sort of mana cost associated with them, in case they are added to the hand by other means. _____________________________________________
What do you guys think of this card? I want to push Warloc back to being the go-to Murloc deck, and I think this is the best way to do it. It was originally +5/+5, but giving so much attack could lead to easy OTKs, which is boring. So I dropped the attack by 2 and upped the health by 1 to compensate. Notable combos are Enhance-o Mechano and Wailing Soul.
Hmm, hard to say. At first it seems rly weak, since any murloc would have like 7-9hp with this and that is not that hard to kill, but then again, u would probably have more then one murloc out and u would trade "equally" with them to keep all alive and outtrade your opponent, so it might work, but probably not. Would be fun if this would have counter like double doomsayer :D but simple things like execute/equality etc. would ruin your day instantly.
Why would i want to pay 8 mana for 12hp heal that WILL lose me the game? Immune to effects doesnt seem to be so valuable, what effects would that be? Like battlecries? And is it suppose to protect the hero or the weapon from being destroyed? Very unclear :x
Why would i want to pay 8 mana for 12hp heal that WILL lose me the game? Immune to effects doesnt seem to be so valuable, what effects would that be? Like battlecries? And is it suppose to protect the hero or the weapon from being destroyed? Very unclear :x
Think of the card as reducing your heroes health to 1, but give your hero 11 Divine Shields.
Why would i want to pay 8 mana for 12hp heal that WILL lose me the game? Immune to effects doesnt seem to be so valuable, what effects would that be? Like battlecries? And is it suppose to protect the hero or the weapon from being destroyed? Very unclear :x
Think of the card as reducing your heroes health to 1, but give your hero 11 Divine Shields.
Right ok, i kinda didnt realize that any dmg would be reduced to "one", that makes it a lot better, but what about the immune part? What do u mean by that?
Why would i want to pay 8 mana for 12hp heal that WILL lose me the game? Immune to effects doesnt seem to be so valuable, what effects would that be? Like battlecries? And is it suppose to protect the hero or the weapon from being destroyed? Very unclear :x
Think of the card as reducing your heroes health to 1, but give your hero 11 Divine Shields.
Right ok, i kinda didnt realize that any dmg would be reduced to "one", that makes it a lot better, but what about the immune part? What do u mean by that?
I'd assume it's immune the anything that would normally affect weapons, like Deadly Poison or Swamp Ooze.
I didn't like this week's competition, I hate cards like these "you loose the game, you win the game" like a lot of people did in the past competitions, but whatever.
This card is meant for fatigue priest. When you cast it, you win if it is your exact last card, meaning your hand and deck are empty, and you have no minions (or weapons) in play. If you cast it at any other time, you lose. It isn't legendary, because there are no legendary spells, but it would be unusable if you had more than 1 in your deck, since you wouldn't be able to cast either without losing. The card is always on top of your deck, which means you are guaranteed to draw it on turn 1. This is meant to make it harder to use, since it will take up a hand slot the entire game. Is that enough of a balancer? Also, it is 10 mana, so that you have to cast all your spells the turn before you use this.
@Your card: Your rapture card is cool idea. Like an all or nothing. I see no change needed.
I don't like this, you are just putting your remaining life to 12 for expensive price while exists alexstrasza and lord jaraxxus.
Edit: Oh I understood now since you can't get more than 1 damage per time, hm. I still don't like this card, vs aggro decks is not very good because they spawn a lot of shit 1/2 cost minions.
Why would i want to pay 8 mana for 12hp heal that WILL lose me the game? Immune to effects doesnt seem to be so valuable, what effects would that be? Like battlecries? And is it suppose to protect the hero or the weapon from being destroyed? Very unclear :x
Think of the card as reducing your heroes health to 1, but give your hero 11 Divine Shields.
Right ok, i kinda didnt realize that any dmg would be reduced to "one", that makes it a lot better, but what about the immune part? What do u mean by that?
Why would i want to pay 8 mana for 12hp heal that WILL lose me the game? Immune to effects doesnt seem to be so valuable, what effects would that be? Like battlecries? And is it suppose to protect the hero or the weapon from being destroyed? Very unclear :x
Think of the card as reducing your heroes health to 1, but give your hero 11 Divine Shields.
Right ok, i kinda didnt realize that any dmg would be reduced to "one", that makes it a lot better, but what about the immune part? What do u mean by that?
Just a suggestion of mechanic (I don't know how to do cards), feel free to take it (or not).
A card that make you lose when played if the sum of the mana cost of your opponent hand is higher (or lower) than a certain threshold. If "higher than" it will be anti-aggro, if "lower than" anti-control.
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Check out my Worgen Class in the Class Competition
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No, I think Paladin is perfect.
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Check out my Worgen Class in the Class Competition
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My mandibles which are capable of pressing down and tearing, my talons which are known to intercept and hold.
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My mandibles which are capable of pressing down and tearing, my talons which are known to intercept and hold.
I didn't like this week's competition, I hate cards like these "you loose the game, you win the game" like a lot of people did in the past competitions, but whatever.
Maybe... nah nah nah nah
Maybe... nah nah nah nah
My submission: I don't know if it's balanced (the overload mana crystals is just for 1 turn). No more ideas for this week's.
About the card: Loose vs all 0 cost spells, whisp, target dummy and the coin, also, not "very good" vs rogue.
Maybe... nah nah nah nah
How can I make my submission better? Nobody liked it. Maybe increase the cost and stats?
Pleas vote on my submission on the Weekly Card Design Competition: Fahrum Specter!
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Maybe... nah nah nah nah
Just a suggestion of mechanic (I don't know how to do cards), feel free to take it (or not).
A card that make you lose when played if the sum of the mana cost of your opponent hand is higher (or lower) than a certain threshold. If "higher than" it will be anti-aggro, if "lower than" anti-control.
Ok, I finally settled on this card for the contest.
http://www.hear<wbr />thpwn.com/forum<wbr />s/hearthstone-g<wbr />eneral/fan-crea<wbr />tions/83250-min<wbr />i-competition-2<wbr />-sudden-death-s<wbr />ubmission-topic<wbr />?page=6#c107
Open to suggestions on a more Mage like name. I thought about "Desperate Magic" or something but I thought this kind of was like dabbling in some really next level arcane-shenanigans by having to kind of glimpse death to use death's power. Basically, you'd likely want to play this on the back of Ice Block and Ice Barrier after an opponent has already knocked you down to 1. Obvious downside to getting out of Mad Scientist.
Balancing busted cards version 1.0.